Rules and Character Creation
Against the Verdant uses a heroic fighting system. You may deal no more than 1 point of damage per second. While the head is a viable location during combat, we strongly advise caution when targeting this — and all other — areas. Pull your blows.
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Anyone seen to be fighting in a way that is deemed dangerous will be given a warning. Any further behaviour will result in you being banned from combat for the rest of the event.
To create your character, choose a lineage and a role, then select your skills accordingly.
Character creation guidelines:
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Your character is human in origin. While your choice in lineage may vary, you cannot be full fey by blood
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Historical figures can be represented, as long as they are not named characters in Arthurian legend
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You are welcome to hold an entry-level position in the Avalon Initiative, but you should not claim to be a high-ranking agent
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Any questions? Give us a shout
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Lineages and roles
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Lineages
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Fey-Touched
A polite name for a damaging gift, at some point, some Fey creature left their mark on you, and everyone thinks there’s a little something strange about you.
Too Fey to live a normal life, too human to ever be accepted by the Fey Courts.
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Before the Verdant Wood breached the veil, glamours may have kept you hidden, if alienated. Now everyone can see you for what you are.
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Phys rep: depending on the nature of who or what affected or changed you, you need a visible physical attribute that must be something your character is incapable of hiding. Horns, Antlers, Feathers, wings, anything that marks you as something not quite human. This list is not exhaustive.
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Lineage ability: Weakened Glamour
Though your small modicum of magic no longer behaves as intended, it works just enough to cloak you for a period of time. Twice a day for 30 seconds, you may turn invisible while still being able to move. Invisibility will drop when you become engaged in combat, this includes making an attack or being struck, whether magical, melee or ranged. (Standard Magic will not hit invisible targets, but magic made with MASS call will)
Human
Known among the Fey as 'The void that walks', The Fey Courts have always believed that humanity was born with a hole in their hearts that needed to be guided and given purpose.
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Humanity took control of the physical plane known as the Green after pushing their oppressive Fey masters back into the Wilds.
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After the war of the Verdant Wood, Humanity has been scattered and beaten, but the iron in your blood still stands strong.
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Phys rep: None
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Lineage ability: Wily
It’s not easy being human, destined to trudge through life with the hatred of the Fey on your shoulders. Take a Bonus Skill from The Generic Skills List, or any Skill marked (H) from a Roles list, for your troubles.
The Worthy
You are not the shambling undead of old legend, but you are also not entirely among the living now. Despite being put to rest, some more recently than others, magic has brought you back to the mortal realm, purpose in your veins, and fragmented memories of days long past crowding your mind.
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There's plenty of discussion as to whether you’re the same person you were before your death, but you’re as driven by old oaths, codes, and loves as you were before, and it’s these drives that keep you going now, even as your physical form fails.
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Phys rep: Undead features like that of a corpse or zombie, level of decay is entirely at your discretion, though the spells seems to have regenerated at least some of the flesh on your bones. Minimum of dark eye make-up and pallid skin.
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Lineage ability: Driven by Purpose
Each Worthy starts with 3 Purposes that represent an oath, memory or driving factor in their service. At the moment a Worthy reaches 0 Hit Points, they may choose to expend one of their Purposes to restore Hit Points to full.
This should be appropriately roleplayed for 30 seconds, a loudly exclaimed prayer, the casting aside of a meaningful trinket.
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The purpose chosen by the player, and the loss of it from the character, should be roleplayed appropriately.
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Once expended, a Purpose is gone until restored by an in-game effect or mechanic.
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Expending a purpose can work in one of two ways:
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Raising your weapon hand into the air and disengaging from combat. You are immune to damage as you restore your full HP, but you may not re-engage in combat for the duration of your roleplay.
OR
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Diving into the fight. As long as you clearly announce your loss of purpose in some way (e.g ‘I sacrifice my purpose so I may fight on!’), your hit points will be instantly restored. You may continue fighting, but will also be able to take damage.
Roles
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The Knight
You’re a warrior. A protector. A soldier. You fight to your last no matter what, if the cause is right. Diplomacy may not be your first plan, but you can utilise it masterfully when you need to. Leader or follower, you will do what you need to in order to win the battle. And you look really great in armour.
The Scholar
Let’s face it, you’d rather be ensconced in your cosy library with a good book. Dust tickles your nose, and the crisp edge of an old tome is your favourite thing. But all of that reading makes you knowledgeable, and what is knowledge if not power? You come when they call because what you know may make you indispensable. And who doesn’t want to save the world?
The Warper
There’s always been something a little… different about you. Your aura has shifted with ethereal magic for as long as you can remember. You may prefer quiet rituals to obnoxious spells, but whatever your specialty, it sets you apart from the crowds. Quick-witted and vibrating slightly with the arcane, they’re going to need a Warper like you to get through this.
The Ranger
Come out from the shadows; it’s your time to shine. You’ve got more life experience in your little finger than most will ever have, and it’s about to come in very handy. You’re handy with a bow, eagle-eyed, and maybe just a little bit sneaky. And when it comes to covert operations, you might be just what the Avalon Agent ordered.
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Skills
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Free skills
One-handed weapons
All characters can use one-handed weapons up to 42” long
2 locational hit-points
Locations: Head, Chest, Left Arm, Right Arm, Left Leg, Right Leg.
You lose use of any limb that is reduced to 0HP, until it is restored back to at least 1HP.
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3-minute bleed count
If your head or chest are reduced to 0HP, your character will fall unconscious and begin their bleed count. If your character is not healed or staunched within 3 minutes, they will die.
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Staunch bleeding (For up to 5 minutes)
Staunching bleeding requires two hands on the bleeding character. To move someone while staunching them requires one individual to staunch and one to move them.
Performing any other skills or engaging in any form of combat, besides being hit, stops the staunch and the bleed count continues. Players can still take damage while staunching, and if the stauncher is dropped to zero, the action is interrupted.
After 5 minutes of staunching, the patient will begin bleeding again, and will need healing in order to stop their bleed count.
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Repair items
Take 3 minutes to roleplay a makeshift repair of an item. This could be a damaged piece of locational armour, a broken weapon, or any non-magical/non-lammied item.
Character skills
Choose 4, with at least 1 general, and 1 role-specific skill
General skills:
Extra health
Take +1HP per location. This can be taken twice.
Read Fey
The ability to translate Fey-coded messages and missives.
Increased bleed count
Your bleed count is now 5 minutes.
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First aid
Take 30 seconds to roleplay healing a single location by 1HP. If the patient is bleeding out, a surgeon is required.
Quick fix
Take 30 seconds to roleplay fixing an item. This includes damaged armour (as singular pieces or a whole set), broken weapons, or non-magical/non-lammied items.
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Dual-wield
You are ambidextrous! Lucky you. You can use two weapons at the same time, or you can use a weapon while spellcasting. You do not need this skill to use a shield while wielding a weapon (or casting a spell).
Role-specific skills:
The Knight
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Heavy armour (H)
+2AP (Armour Points) per location. Phys Rep required, no minimum weight or style, but must cover at least 50% of the location to count.
Melee and Ranged damage against the target will come off AP first, once AP is depleted the target will begin to take HP damage. Armour must be restored with an appropriate skill before it provides AP again.
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Greater weapon (H)
You can wield two-handed weapons between 42" to 84" in length.
Shield (H)
You can use a shield up to 38 inches wide.
Parley
Create a 10ft radius safe discussion zone around yourself and a willing partner/adversary. This must be a mutually agreed conversation. Anyone conducting violence within or into this circle will cause serious adverse consequences for all parties​ involved. If Parley is broken in this way, the breaker and Parley leader (assuming they are different parties) must speak with a ref. Parley circles will naturally break down if conversation turns hostile.
The Scholar
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Smithing (H)
The Smith can utilise Aspects found in the environment to build items from a set list. Roleplay creating the chosen item for 5 minutes.
Note: you will need the assistance of someone with the ‘Collect Aspect’ skill to help gather materials.
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Surgery (H)
Roleplay surgery for 30 seconds per location, or 2 minutes for a full-body heal. This will get the patient back up to full health, regardless of how many hit points they have. A surgeon can also perform surgery to repair cleaved/maimed locations, and is required for bleed-outs.
Once a surgeon begins treating a character, the bleed count halts.
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Alchemy (H)
The alchemist can utilise reagents found in the environment to brew potions from a set list. Roleplay brewing the chosen potion for 5 minutes.
Note: you will need the assistance of someone with the ‘Scavenging’ skill to help gather materials.
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Identify Fey
Call ‘Fey, identify’. Any full fey being (Not Fey-Touched, who are still human) within hearing range will return a ‘ping!’ call, and raise a hand. Any concealed fey being in the vicinity will not be affected. You may also consult a ref if you believe that you may know more about the Fey in question…
The Warper
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Spellslinger
The ability to choose spells from the spells list and cast according to the individual spell’s rules.
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Note: spellcasting requires concentration, so while you can roleplay spellslinging however you wish, you can only cast and fight with a melee weapon at the same time if you take the dual-wield skill.
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Ritualist (H)
You can cast and maintain a ritual circle. A ref is required for any rituals you want to run. Please see Rituals for more information.
Collect Aspect (H)
You may search and gather items to be used for smithing. Talk to a scholar to see what can be made from your treasure.
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Resist (H)
You may choose one of the following calls to resist once every 30 minutes:
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Strikedown
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Fear
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Confuse
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Disease
This skill can be purchased more than once, up to 4 times, to gain resistance to additional calls.
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Note: once you’ve selected your resist call(s), that will be the only call you can resist. You can’t resist Strikedown in the morning, then Confuse later in the day, unless you have taken the appropriate amount of Resists. This rule still applies if you take Resist more than once.
The Ranger
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Stealthy
You may hide behind something and become unseen. Hold out or raise a fist in the air to indicate you aren’t visible. If you step into the open, you will become perceivable once again and should drop your hand.
Note: this skill is the ability to hide yourself, not to disappear entirely, so you must be at least partially concealed.
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Scavenging (H)
You may search and gather reagents to be used for Alchemy. Talk to a scholar to see what can be made from your treasure.
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Lock picking (H)
You can pick any lock. Certain locks may require a special tool that can be smithed by a Scholar.
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Bows use (H)
You have the ability to use a bow or crossbow. Night-time rules apply (do not shoot arrows or bolts at night; switch to called shots).
When using called shots, take at least 10 seconds between shots as reload time.
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Crafting
Alchemy list:
Common Alchemical Reagents:
Mistletoe Berries
Laurel Leaves
Mandrake Root
Clover
Thistle Flower
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Panacea Potion
Cures the drinker's disease.
Dust of Repair
Repairs a shattered item instantly.
Immunity Infusion
Grants the drinker immunity to next flame/ice/lightning/rock ranged call. This lasts until either the effect is triggered, or the target sleeps.
Glamour Glitter
Disguises the drinker for 10 minutes.
Fortitude Formulae
Grants the drinker immunity to the next melee strike. Call 'No effect'. This lasts until either the effect is triggered, or the target sleeps.
Truth serum
The drinker will be unable to tell a lie for 10 minutes. (Must be overseen by a ref.)
Smithing list:
Common Smithing Aspects:
Echo of a Cat's Footfall
Mountain Roots
Scent of Petrichor
Clap of Thunder
The Skin of One's Teeth
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De-Glamouring Goggles
The wearer can see invisible creatures.
Weapon of Wounding
The wielder gains the Cleave call once every 5 minutes.
Magical Lockpicks
The user can pick magical locks, provided they already have the lockpicking skill
Unbreakable Weapon
The wielder can call Immune to shatter.
Binding Circle
The wielder can bind a Fey in place until the circle is broken.
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Improvised throwables
Guns may be on the blink, bombs may refuse to go off, but when it comes to warfare, nothing stops the material plane from blowing things up. To create a throwable, you'll need an alchemical recipe to be implemented by someone with the Smithing skill. That's right; you'll have to work together. Here's what you can make:
Molotov
Throw your lammied item and call 'mass flame' to deal mass effect flame damage to those in a 5ft radius of your item.
Dry Ice
Throw your lammied item and call 'mass ice' to deal mass effect ice damage to those in a 5ft radius of your item.
Taser
Throw your lammied item and call 'mass lightning' to deal mass effect lightning damage to those in a 5ft radius of your item.
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Note: if you are hit by a shatter call while holding a throwable, call 'mass [effect]' and take the item's damage.